Well, video games and RPG combat systems tend to over-systematize such things and often organize such attacks into brand-name abilities in neat packages. That’s understandable up to a point, but many games exaggerate it and make it into a meta-game of its own. e.g. “Have you unlocked [X character/style]‘s Extra-Special Flurry Of Doom attack?” Which gets artificial and gamey.
In computer action games in particular, it’s often a matter of skill and timing to activate a routine and time it right against the routines of others so you hit and they don’t. That turns the game into a moves-and-timing thing, which is not very much like real fighting.
A combination of moves can be quite effective, but it’s not a pre-packaged thing like in many games. In real life, people have much different types of information, control, and options about how they move and respond to each other. Many actions and counteractions happen in split seconds and are unplanned and not thought about. Also, although for people who’ve trained fighting, some moves have been trained many times so they are near-automatic, but they’ll still be a little different each time. But what determines outcomes isn’t just having trained some super combo – it’s more about the specific interactions between the fighters.
But I think you can learn some things from some games that are applicable, if you think about what’s going on and what translates and what doesn’t. Of course, actually being in immediate physical danger is a very different thing from having a game character in danger.